Goober5000
7cf6c12bdd
add model compare capability (currently only via debug console)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4057 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000
10cfd130aa
remove duplicate model texture replacement
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4054 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000
d9fb4b15b9
revert Bobboau's commits for the past two months; these will be added in later in a less messy/buggy manner
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4041 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:53 +10:00
Goober5000
658b1e6024
new feature: shield generators that control whether the shield is up
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3967 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:50 +10:00
Goober5000
c908adb515
fixed two of Bobboau's bizarre bugs
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3932 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:48 +10:00
bobboau
a3daa5ff3b
ok, something aparently went wrong, last time, so I'm commiting again hopefully it should work this time damnit WORK!!!
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3900 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +10:00
taylor
030270f2a8
add support for new IBX format which can support up to UINT_MAX worth of verts (NOTE: D3D code still needs to be made compatible with this!!)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3885 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:45 +10:00
Goober5000
1348a3758c
fix spelling... *twitch*
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3824 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:43 +10:00
wmcoolmon
fb94960327
WMC codebase commit. See pre-commit build thread for details on changes.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3821 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:42 +10:00
Goober5000
5facef281f
the grammar nazi strikes again!
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3769 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:42 +10:00
taylor
f4a3cb0a0f
make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43 )
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3717 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor
fca993a805
ok, so apparently that did actually do something ;)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3714 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor
9e4c322740
updated/fixed modelanim code
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3713 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor
36f80a7355
rename set_warp_globals() to model_set_warp_globals() remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything) add MR_FULL_DETAIL to render an object regardless of render/detail box setting change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive minor bits of cleanup change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3708 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor
3665f9c80d
various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.) deal with a index_buffer memory leak that Valgrind has always complained about make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL) get rid of MAX_BUFFERS make D3D vertex buffers dynamic, like OGL has already done
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3694 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
taylor
d5f2d2db88
make glow point banks dynamic
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3345 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
Goober5000
2f9ad571c5
stage 2 of animation fix (add base frame time to each ship) --Goober5000
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3340 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor
3beb39f3de
fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3335 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor
2f0d12e022
rest of the map/glow changes - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - same for glowpoints, back on a per-ship basis - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - fix glowmaps for shockwaves again - add support for animated specmaps (mainly for TBP and Starfox mods) some minor code cleanup and compiler warning fixes
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3304 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:24 +10:00
Goober5000
1f9f692bfd
1) complete (almost) changeover to reorganized texture mapping system 2) finally fix texture animation; textures now animate at the correct speed --Goober5000
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3285 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000
b4fcd028f0
cvs comment tweaks
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3282 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000
a622bf7e8e
--in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly --Goober5000
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3279 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
wmcoolmon
a3599c2621
Begin multi-turret-guns toggle work
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3176 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:19 +10:00
Goober5000
3d73663123
some cosmetic changes in preparation for bay arrival/departure code
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--Goober5000
2006-05-31 03:05:43 +00:00
taylor
6bc34644ad
comment out the model cache stuff, it's old and not actually used anyway
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minor cleanup of some modelinterp.cpp code, to make it more readable
fix tertiary thruster batcher which had the radius value swapped
comment out a couple places where we were doing a D3D or OGL check (it's always true so why bother)
add more support for NO_DIRECT3D so that it can be used on Windows to build without D3D
2006-05-27 16:57:13 +00:00
Goober5000
7e41877b7b
proper capitalization according to Volition
2006-04-20 06:32:30 +00:00
bobboau
7c36a78db8
bugfix for the animation system
2006-04-18 00:56:28 +00:00
wmcoolmon
d95d6165b5
New subobject animation stuff and Lua functions.
2006-03-24 07:38:36 +00:00
Goober5000
27992b09cf
add ship-subsys-targetable and ship-subsys-untargetable
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--Goober5000
2006-03-18 07:12:08 +00:00
wmcoolmon
51b5c481a9
Bump MAX_TFP to 10
2006-02-27 00:51:03 +00:00
Goober5000
b52b6b1e00
spelling
2006-02-25 21:47:19 +00:00
taylor
fa811c3915
allow gr_render_buffer() to take TMAP flags
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let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side)
add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views
make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions
2006-01-18 16:14:04 +00:00
wmcoolmon
dacfc2d704
Made turret handling code more descriptive
2006-01-11 21:23:43 +00:00
taylor
741e151cac
fixes for regular texture replacement
2006-01-04 08:19:22 +00:00
wmcoolmon
246cfcfa65
Codebase commit, most notably including objecttypes.tbl
2005-12-29 08:08:42 +00:00
phreak
79ba02b4e2
[V] can't spell 'turret'
2005-12-15 04:31:05 +00:00
wmcoolmon
15b30e3177
Final commit of codebase
2005-12-04 19:07:49 +00:00
Goober5000
a8dcf18e3b
merge Bobboau's thruster code back in; hopefully this covers everything
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--Goober5000
2005-10-24 07:13:05 +00:00
Goober5000
112f43d532
cleaned up some more thruster stuff; honestly, the thruster code is such a
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mess that it should probably be reverted to the retail version
--Goober5000
2005-09-24 07:45:31 +00:00
Goober5000
c17c11b651
remove PreProcDefine #includes in FS2
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--Goober5000
2005-07-13 03:26:00 +00:00
Goober5000
41a06a3ac9
removed DECALS_ENABLED
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--Goober5000
2005-07-12 22:14:40 +00:00
taylor
2ef2b8a53c
in the model _render functions change "light_ignore_id" to "objnum" since that's what it really is
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and this makes it so much easier to realize that
properly deal with the fact that objnum can be -1 in model_really_render()
add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL
small compiler warning fix for neb code
2005-06-21 00:20:24 +00:00
wmcoolmon
36c25e7479
Dynamically allocated engine washes; subsystem sounds
2005-04-25 00:26:53 +00:00
taylor
75332108e5
update of bmpman and model bitmap management, well tested but things may get a bit bumpy
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- use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary)
- a little "stupid" fix for dds bitmap reading
- fix it so that memory is released properly on bitmap read errors
- some cleanup to model texture loading
- allow model textures to get released rather than just unloaded, saves bitmap slots
- bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code
2005-04-21 15:49:21 +00:00
taylor
7f786136a6
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
wmcoolmon
2c2a6334db
Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
2005-03-25 06:57:38 +00:00
wmcoolmon
02e75ddd49
Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
2005-03-03 06:05:32 +00:00
bobboau
9c9876909b
oh, hey look I've commited something :D
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animation system, weapon models detail box alt-tab bug, probly other stuff
2005-03-01 06:55:45 +00:00
taylor
ce810f8195
compiler warning fixes (for MSVC++ 6)
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have the warp effect only load as many LODs as will get used
head off strange bug in release when corrupt soundtrack number gets used
(will still Assert in debug)
don't ever try and save a campaign savefile in multi or standalone modes
first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures)
2005-02-23 05:05:39 +00:00
taylor
2223aed74b
clean up some model related globals
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code to disable individual thruster glows
fix issue where 1 extra OGL light pass didn't render
2005-02-15 00:06:27 +00:00